It looks like. And I really don't wanna see an ugly round FOF Moon floating in the sky :S
Also, I wish you luck to finish your level, Spherallic.
You guys are gonna blame me again in the voting section, but my entry is a NewHorizons related level. Tough, it's not as boring as FRZ1!

Spoiler: Big Images... and spoiler.

Obvious path split and... Oh look top right of the image :O
OMFG LAT' YOU'VE PUT VERTICAL PLATFORMING. HOW IS THIS POSSIBLE!?
What if I tell you this red thing is bouncy mud?

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Quote:

Originally Posted by Bronydude2k5

If you make me a Sash Lilac wad, I'll make you a sonic sprite hack of any choice.

Well, I have to say from both screenshots that the shadows look pretty damn realistic compared to where the Moon is in the sky. Tough, the water seems a big too big, you should manage to put a smaller texture because it looks weird to have a water texture so big compared of the eventual water that could be used in the level.

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Quote:

Originally Posted by Bronydude2k5

If you make me a Sash Lilac wad, I'll make you a sonic sprite hack of any choice.

You're both wrong, no midtextures or FOFs at all! It is situated in the skybox though, so Neo's half-right I guess?

I was asking you to tell me that they're midtextures because that would be the proper lightweight way to do it. FOFs are overkill, and you don't need planes, so you don't need sectors either. The only other options I can think of are midtextures and mobjs, and you're not using mobjs.

My conclusion? You're either a liar, using an unoptimal method, or a magician.

That still limits you to multiples of 64 or whatever texture's height for heights of various parts of the structure. Using offset sectors (as he does in the level, according to a DB screenshot he shared) may be less efficient, but the difference is negligible and allows for greater flexibility in the situations where it works. The difference in performance will hardly affect framerate unless a similar effect is used for many things that are visible at once.

That still limits you to multiples of 64 or whatever texture's height for heights of various parts of the structure.

Well the original picture had it much blockier, so it was definitely doable there!

I'm not discrediting the way it looks now or how it's implemented -- it looks great -- but I'm just saying, if I had the first one as the target image to reproduce, I would've used the repeating midtexture trick.

That's probably because literally nobody has been discussing their ideas for the December OLDC, which makes it seem like there's nothing to do. I'm just saying, if there would've been more discussion, map screenshots, whatever, perhaps more people would've been inspired to make a map in time for the OLDC themselves.

Then again, there's also a good possibility that people just didn't finish their maps in time, so I could be wrong.